👁 Read Only by Frazer 👁 37 views
📷 Download as PNG

Misdrawn Waystation

Small Fey, Neutral


Armor Class 13 (parchment hide)

Hit Points 18 (4d6+4)

Speed 25 ft.

STR 8 (-1)
DEX 16 (+3)
CON 12 (+1)
INT 13 (+1)
WIS 12 (+1)
CHA 14 (+2)

Skills Stealth +5, Deception +4

Damage Resistances psychic

Condition Immunities charmed

Senses darkvision 60 ft., passive Perception 11

Languages Common, Sylvan

Challenge 1/2 (100 XP) Proficiency Bonus +2


Erratum Made Flesh. The waystation can move through nonmagical maps, charts, and written directions as though they were difficult terrain. While touching a map or chart, it can teleport to any other location depicted on that same document, appearing in an unoccupied space within 5 feet of the destination.
No Road Out. A creature that enters the waystation's lair for the first time on a turn must succeed on a DC 12 Wisdom saving throw or become disoriented until the start of its next turn. While disoriented, the creature cannot willingly move farther from the waystation and has disadvantage on Wisdom (Survival) checks made to navigate.
Vanishing Landmark. If the waystation is outside its lair and reduced to 0 hit points, it dissolves into scraps of blank parchment and reappears in its lair 24 hours later. This trait does not function if the lair has been destroyed or if the waystation is reduced to 0 hit points by fire damage.
Innate Spellcasting. Misdrawn Waystation's spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components; the waystation's magic appears as folding roads, doors, and ink stains:
3/day each: misty step
At will: minor illusion

Actions

Multiattack. The waystation makes two Ink-Scratch attacks.
Ink-Scratch. Melee weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) slashing damage. The target's next Wisdom (Survival) check made before the end of its next turn is made with disadvantage as false landmarks crawl across its skin.
Folded Distance. The waystation chooses one creature it can see within 30 feet. The target must succeed on a DC 12 Intelligence saving throw or be teleported to an unoccupied space the waystation can see within 15 feet. The target appears facing a random direction and cannot take reactions until the start of its next turn.
Erase the Path (Recharge 5-6). The waystation smears a 15-foot-long, 5-foot-wide line of ground it can see within 30 feet. The area becomes difficult terrain until the end of the waystation's next turn. Each creature in the line must succeed on a DC 12 Dexterity saving throw or fall prone and take 3 (1d6) psychic damage.

Bonus Actions

Revised Entrance. The waystation teleports to an unoccupied space within 15 feet that is adjacent to a doorway, arch, map, sign, or other clear boundary.

Reactions

Not That Way. When a creature within 10 feet moves willingly, the waystation forces it to make a DC 12 Dexterity saving throw. On a failure, the creature moves up to 10 feet in a direction chosen by the waystation instead.

Lair

Lair Actions

On initiative count 20 (losing initiative ties), the creature can take a lair action to cause one of the following effects; it can't use the same effect two rounds in a row:

  • Corridor Revision. One doorway, passage, or staircase within the lair shifts to a different position. Until initiative count 20 on the next round, the waystation can treat any doorway in the lair as though it were within 5 feet of another doorway.
  • Unwelcome Sign. A sign, map, or painted symbol appears in a 10-foot-square area. Each creature in that area must succeed on a DC 12 Wisdom saving throw or be unable to willingly leave the lair until the end of its next turn.
  • Missing Room. A section of the lair disappears behind a blank wall. One creature the waystation can see within 30 feet must succeed on a DC 12 Charisma saving throw or be teleported into an unoccupied space within the lair chosen by the waystation.

Regional Effects

The region containing the creature's lair is warped by its magic, creating the following effects:

  • Within 1 mile of the lair, road signs point toward places that do not exist, while genuine landmarks vanish from maps.
  • Travelers who camp within 300 feet of the lair wake to find their bedrolls and belongings subtly rearranged into the shape of a compass rose.
  • Every map copied within 1 mile of the lair contains a small additional building marked with the initials 'E.V.'

If the waystation dies permanently, these effects fade over 1d10 days, but every map depicting the lair retains one inaccurate detail.

📷 Export as Image

Share your monster as a beautiful PNG image styled like classic D&D sourcebooks.

📥 Download PNG
Misdrawn Waystation Stat Block

Includes: Full stat block, monster image (if selected), CR badge, and QuickMonster branding.

Resolution: High-quality PNG at 2x scale for crisp display on any device.

"You were never supposed to find this place. Please do not make me move it again." โ€” the final annotation in Maelin Voss's field journal

Lore & Description

Appearance

The Misdrawn Waystation resembles a small, hunched traveler made from folded parchment, faded road signs, and splintered bits of painted wood. Its limbs are narrow strips of map paper joined by red wax seals, and its face is a blank oval marked with two shifting ink blots for eyes. Tiny doors, windows, and crooked roads appear across its body whenever it moves. Its voice sounds like a quill scratching across a map, and a faint smell of dust, rain, and old glue follows it.

Behavior & Origins

The creature began as a cartographer's error: a lonely waystation drawn beside a road that never existed. When the map was copied for generations, the impossible mark accumulated enough belief to become real. It now inhabits a crooked roadside building called Evershade Rest, which rearranges its rooms whenever visitors prepare to leave. The waystation resents travelers because every guest proves that the world is larger than it is, yet it secretly longs for someone to stay. A local surveyor named Maelin Voss wants adventurers to recover the original map from Evershade Rest before the error spreads and an entire nonexistent valley becomes real.

Running Misdrawn Waystation

Tactics

The waystation opens with Folded Distance to scatter the party, then uses Revised Entrance and Misty Step to fight from behind doorways and corners. It uses Erase the Path when several creatures cluster together and saves Not That Way for a dangerous retreat or an attempt to reach its hidden map. When bloodied, it tries to lure intruders toward a false exit; it fights to the death only if someone threatens the original cartographic error, otherwise it flees through a map or doorway.

DM Tips

  • Telegraph the lair with road signs bearing impossible destinations, footprints that turn into ink strokes, and rooms whose windows show different weather than the world outside.
  • Give the creature a hesitant, apologetic voice; it should sound less like a villain and more like a lonely host trying to prevent an awkward farewell.
  • For a weaker party, remove Not That Way and reduce Folded Distance to a 10-foot teleport; for a stronger party, let Vanishing Landmark return after 1 hour if the original map remains intact.
  • Track the lair as a shifting maze, but keep changes focused on separation and atmosphere rather than denying the players meaningful progress.

Loot

  • The Original Erratum — A weather-stained map showing Evershade Rest in red ink. Once per long rest, a creature holding it can ask for directions to a place it has visited and receive a truthful route, though one landmark on the route is harmlessly wrong.
  • Wax Seal of Evershade — A thumb-sized red seal bearing an unfamiliar cartographer's initials. Pressing it onto a door makes that door open onto the last room visited for 1 minute.
  • Guestbook with No Final Page — The book contains names of travelers who vanished from ordinary records. One entry, belonging to Maelin Voss, ends with the words: 'I found the place, but it has begun drawing me.'

♻ Remix This Monster

Make it yours — one tap creates your own variant of Misdrawn Waystation.

Free — no account needed.

Monster Image

Misdrawn Waystation

Generation Info

Original prompt:
"CR 1/2: A cartographer's error that became a real place, and resents visitors. Its lair rearranges itself to spare it from goodbyes."

Created: Oct 18, 2026
Modified: Oct 26, 2026

Find more: Fey monsters CR 0-4 Fey Monsters for a level 2 party 🎲 Random monster
Token
📥 Download
๐Ÿ—‘๏ธ

Delete Token?

This action cannot be undone.

🔌

Chrome Extension Required

To export Misdrawn Waystation to D&D Beyond, you need the QuickMonster browser extension. It auto-fills the homebrew creator with stats, traits, actions, and images.

1
Install the Extension

Get QuickMonster to D&D Beyond Export from the Chrome Web Store.

2
Refresh This Page

After installing, refresh and click the export button again.

🔌 Get Chrome Extension
🔌

Extension Update Required

To export Misdrawn Waystation to Roll20, you need the QuickMonster browser extension version 1.0.3 or later.

1
Install or Update the Extension

Get the latest version from the Chrome Web Store.

2
Refresh This Page

After installing/updating, refresh and try again.

Like what you see? Create your own for free. Get Started Free